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Plus, an added bonus: since Focus gain is an important aspect to this mode, we’re increasing the daily Focus cap! In addition to the base limit of 250,000, players will have an additional 5,000 cap room for each Mastery Rank they’ve achieved. This means an MR20 player will now have a total cap of 350,000.

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Yeah, I was in a really sour mood yesterday, but I give credit where credit is due. These changes look pretty good.

One thing regarding the different tiles. It currently feels like your net efficiency gain/loss per zone depends not only on the tile but also the faction. I don't know if all factions get the same spawns within any given tile, or if grinner for example have different spawn points/rates than infested. But maybe the tougher and rarer enemies could give more efficiency per kill? You know, to such a degree that if I manage to get to zone 14 in a week where the last three zones are infested, I'll also get to zone 14+-1 in the next week where the last three zones are grineer.

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-Enemy level increases at high levels! In Elite Onslaught, enemies will now scale up to level 280 by Zone 25, instead of being capped at 180. We still see Onslaught as a more bite-sized gameplay experience, but combined with the efficiency changes above, how far your team can last should be dictated slightly more by your ability to kill instead of hard numeric limits.

I seriously appreciate this change right here. I think it should still scale a lot more aggresively to match pace with survivals and other endless mode but that's definitely a good start and I'm quite thankful for thatr. If you just straight up don't want to implement that into Elite may I suggest some kind of hardcore mode or something that scales more aggresively still and without a level cap. Level 280 is still pretty low level from an endurance run perspective.

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Simaris is not done calibrating. For those keeping score, Sanctuary Onslaught has been live on public for almost a week. Thanks to everyone for your patience while we work through several unexpected kinks!

The biggest issue we had to overcome was a nasty case of “bad scaling-itis” - perhaps a cruel trick from Simaris. Read more details about that situation here:

(we'll talk about this more later).

Simaris’ recalibrations of the mode have come fast and frequent, so we wanted to share some of our (his) plans for Onslaught going forward. And remember, everything here is subject to further change, as we do plan on adjusting this mode frequently for the foreseeable future!

-More Efficiency tweaks! We are undoing the passive Efficiency drain increase that was added yesterday. Instead of 10x drain, the max drain will be 6x in both modes, just like it was at release. Furthermore, the Efficiency drain at the start of regular Onslaught has been reduced, allowing players to reach wave 8 more easily.

-Enemy level increases at high levels! In Elite Onslaught, enemies will now scale up to level 280 by Zone 25, instead of being capped at 180. We still see Onslaught as a more bite-sized gameplay experience, but combined with the efficiency changes above, how far your team can last should be dictated slightly more by your ability to kill instead of hard numeric limits.

-Spawn flow fixes! We’re aware that every tile is not created equal, and will be watching for community complaints regarding a lack of enemies. The issue needs to be fixed manually by our level designers for each tile, so thanks for bearing with us as we continue tackling this issue over time. (friendly reminder: screenshots taken using F6 will contain “metadata” that helps our programmers identify the tile in question - please use for all forum bug reports!)

-Ongoing improvements! Once Onslaught’s core functionality has been nailed down, we have several ideas on how to spice things up. The random environmental hazards we added yesterday are a good example of this. Warframe is no stranger to “live changes”, so hopefully this comes as no surprise to long-time players!

Plus, an added bonus: since Focus gain is an important aspect to this mode, we’re increasing the daily Focus cap! In addition to the base limit of 250,000, players will have an additional 5,000 cap room for each Mastery Rank they’ve achieved. This means an MR20 player will now have a total cap of 350,000.

One final comment about enemy scaling - this game mode won't be the place where we tackle that. Apologies if anyone felt this was a secret experiment for enemy scaling. We would have told you in advance if that was the case. Whether or not you loved the easier enemies, it is simply not part of this and we have a lot of issues to solve before we can even begin that path.

We apologize for any undue stress the process of making changes causes - the host migration bugs are frustrating, and the changes sometimes not quick enough or too confusing, but we are still working on things!

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Portal won't open until the slowest person in the squad finishes loading the next stage, because of this I feel like efficiency needs to stop draining when the 2:30 is up and we're waiting for a portal.

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I think its good that attention is being directed into making the mode more accessible; its just common sense after all, but I wonder if Onslaught is not supposed to be a survival variant as a few are stating perhaps it should be changed to reflect that. What are we trying to accomplish with Onslaught? Smash TV or a survival where life support eats up faster and faster without air supply towers? If its a Smash TV type mode, consider trying out normal mode with a removal of efficiency and instead making each Zone have a limit of enemies that need to get killed in a given set time limit for the portal to open and killing enough enemies gives the remainder of the Zone Time to the next Zone. Now Smash TV had set map limits, and entering different pathways or picking up different power-ups allowed going to treasure rooms, or fighting bosses, or penalty rooms - this could be something to consider once the Migrations are under control again versus now of course.

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The issue I think revolves around the core gameplay of onslaught and its current efficiency issue (which they are looking into). When the idea of progressing into the next portal requires you to kill as many enemies as humanly possible--and this becomes much of an issue as it progresses, you're effectively "forced" to use a frame that revolves around their ult or some other ability that's effective like Saryn's spore. So people in generally will likely call "nerf, nerf, nerf" to frame abilities...but all that really does is ruin the niche of the frame, and not fix the efficiency part in general.

Agreed. What they really need to do is balance Efficiency drain vs. spawn rates such that you can kill enough to progress using conventional means, and implement special bonuses/incentives (perhaps to the Focus duration) for maintaining higher efficiency.

2 hours ago, Hayde615 said:

I don't have a good solution to be honest, not different than what's already been posted. If it's not ability-based warframe spamming, it's something like an Amprex or Maiming Strike spam. I think the core mechanic of Onslaught should be how well you can survive, on top of how well you can kill, not just simply, "Can I annihilate every enemy on the map in 1 cast?" We just have to be careful about shifting the meta to another set of frames; I don't think we'll ever in be in a position where every frame is viable, simply because every frame does something a little different.

Again, agreed.

2 hours ago, kylooooren said:

There is a game mode that works that way, I can't quite recall its name.

Survival actually requires players to maintain a degree of killing efficiency, just like Onslaught. The only difference is that Onslaught eschews the Life Support drops and towers in favor of randomly spawned limited pickups, which changes the 'Frame meta from "can generate extra drops" to "can generate extra kills." That's it.

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Once these updates are implemented, and if this makes onslaught elite the mode it should have been, is there going to be compensation for players that have lost loads of time and an uncountable amount of rewards due to crashes, host migration issues and poor efficiency handling?

i''ve already read numerous complaints of players having lost all vandal parts or all khora blueprints due to one of the above issues and have completely given up on trying to get her but are unwilling to buy her due to her poor current state(would like to see if DE's able to improve her in a way to make her interesting), so how are devs going to compensate for all this trouble, if at all.